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Support / Re: Pivot Point Rotation 2.0
« on: June 12, 2013, 08:10:12 pm »
If you have 8 "Races" all with custom textures for hair, eyes, skin color... then custom armor that fits each race, and then universal weapons that fit everyone by changing the positioning on the character GameObject, is it more proper to use an atlas per Race at that point to avoid weird draw problems per character?
If it's per race then that's 2 DCs per character on screen that is a different race than another... 1 for the race and wearable items and 1 for the weapons. The worst case scenario would be all 9 races on the screen at once resulting in 18 DCs (this is targeting mobile).
If tk2d has zero problems supporting multiple alpha textures stacked on top of each other in a specific Z depth then shouldn't I instead pack all weapons into 1 atlas, all armor in another, and all character data in a third? That would be a max of 3 DCs (more texture memory loaded possibly).
- Character animations and images -> skin color/hair/eyes -> armors -> weapon so 4 DCs per character but if all the characters and animations are in 1 atlas and all customizations are in 1 atlas, all armor etc then it's 4 DCs MAX vs 18. 4 Reduced 16bit 2048 atlases are only 16mb of texture memory so option 2 seems better along as unity and tk2d have no issues doing all this layering from different atlases without any issues.
Sorry if this is design questioning... hopefully it's specific to how unity interacts with tk2d and avoiding any unforseen issues using 2D art stacked on each other.
If it's per race then that's 2 DCs per character on screen that is a different race than another... 1 for the race and wearable items and 1 for the weapons. The worst case scenario would be all 9 races on the screen at once resulting in 18 DCs (this is targeting mobile).
If tk2d has zero problems supporting multiple alpha textures stacked on top of each other in a specific Z depth then shouldn't I instead pack all weapons into 1 atlas, all armor in another, and all character data in a third? That would be a max of 3 DCs (more texture memory loaded possibly).
- Character animations and images -> skin color/hair/eyes -> armors -> weapon so 4 DCs per character but if all the characters and animations are in 1 atlas and all customizations are in 1 atlas, all armor etc then it's 4 DCs MAX vs 18. 4 Reduced 16bit 2048 atlases are only 16mb of texture memory so option 2 seems better along as unity and tk2d have no issues doing all this layering from different atlases without any issues.
Sorry if this is design questioning... hopefully it's specific to how unity interacts with tk2d and avoiding any unforseen issues using 2D art stacked on each other.